Add finger mode UI and refine breakout/serial integration
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@@ -20,6 +20,7 @@ enum BreakoutPhase {
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Idle,
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Running,
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Paused,
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Won,
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Over,
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}
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@@ -46,7 +47,6 @@ pub struct BreakoutGame {
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score: u32,
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combo: u32,
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lives: u32,
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level: u32,
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last_time: Option<f64>,
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previous_pause_gesture: bool,
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pause_locked_until: f64,
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@@ -63,7 +63,6 @@ impl Default for BreakoutGame {
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score: 0,
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combo: 0,
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lives: 3,
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level: 1,
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last_time: None,
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previous_pause_gesture: false,
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pause_locked_until: 0.0,
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@@ -150,7 +149,6 @@ impl BreakoutGame {
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status_chip(ui, "分数", self.score.to_string(), ACCENT_GREEN);
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status_chip(ui, "连击", self.combo.to_string(), ACCENT_ORANGE);
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status_chip(ui, "生命", self.lives.to_string(), ACCENT_RED);
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status_chip(ui, "关卡", self.level.to_string(), ACCENT_BLUE);
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});
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ui.add_space(7.0);
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@@ -191,12 +189,11 @@ impl BreakoutGame {
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self.score = 0;
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self.combo = 0;
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self.lives = 3;
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self.level = 1;
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self.rebuild_bricks();
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}
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fn start(&mut self) {
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if self.phase == BreakoutPhase::Over {
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if self.phase == BreakoutPhase::Over || self.phase == BreakoutPhase::Won {
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self.reset();
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}
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if self.phase != BreakoutPhase::Running {
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@@ -219,7 +216,10 @@ impl BreakoutGame {
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let threshold = pressure_pause_threshold();
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let active = top_force >= threshold;
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if active && !self.previous_pause_gesture && now >= self.pause_locked_until {
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if self.phase == BreakoutPhase::Idle || self.phase == BreakoutPhase::Over {
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if matches!(
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self.phase,
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BreakoutPhase::Idle | BreakoutPhase::Over | BreakoutPhase::Won
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) {
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self.start();
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} else {
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self.toggle_pause();
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@@ -249,7 +249,7 @@ impl BreakoutGame {
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}
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fn launch_ball(&mut self) {
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let direction = if self.level % 2 == 0 { -0.24 } else { 0.24 };
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let direction = 0.24;
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self.ball_pos = egui::pos2(self.paddle_x, PADDLE_Y - PADDLE_H - BALL_RADIUS);
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self.ball_vel = egui::vec2(direction, -1.0).normalized() * BALL_SPEED;
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}
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@@ -324,9 +324,8 @@ impl BreakoutGame {
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}
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if self.bricks.iter().all(|brick| !brick.alive) {
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self.level += 1;
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self.rebuild_bricks();
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self.launch_ball();
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self.phase = BreakoutPhase::Won;
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self.ball_vel = egui::Vec2::ZERO;
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}
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}
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@@ -358,6 +357,7 @@ impl BreakoutGame {
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BreakoutPhase::Idle => "待机",
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BreakoutPhase::Running => "运行",
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BreakoutPhase::Paused => "暂停",
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BreakoutPhase::Won => "过关",
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BreakoutPhase::Over => "结束",
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}
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}
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@@ -387,6 +387,7 @@ impl BreakoutGame {
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if self.phase == BreakoutPhase::Idle
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|| self.phase == BreakoutPhase::Paused
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|| self.phase == BreakoutPhase::Won
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|| self.phase == BreakoutPhase::Over
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{
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paint_center_overlay(&painter, rect, self.phase);
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@@ -403,6 +404,10 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
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let cols = cols.max(1) as usize;
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let sample_rows = rows.min(2);
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let sample_cols = cols.min(2);
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let top_gesture_rows = rows.min(1);
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let top_gesture_cols = (cols / 3).clamp(1, cols);
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let top_gesture_col_start = (cols - top_gesture_cols) / 2;
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let top_gesture_col_end = top_gesture_col_start + top_gesture_cols;
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let avg = |row_start: usize, row_end: usize, col_start: usize, col_end: usize| -> f32 {
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let mut sum = 0.0;
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let mut count = 0.0;
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@@ -430,7 +435,12 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
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let left_force = tl + bl;
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let right_force = tr + br;
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let top_force = tl + tr;
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let top_force = avg(
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0,
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top_gesture_rows,
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top_gesture_col_start,
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top_gesture_col_end,
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);
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let span = 1200.0_f32.max((PRESSURE_RANGE_MAX - PRESSURE_RANGE_MIN) * 0.22);
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let raw_axis = ((right_force - left_force) / span).clamp(-1.0, 1.0);
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let axis = if raw_axis.abs() < 0.045 {
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@@ -485,6 +495,7 @@ fn status_color(phase: BreakoutPhase) -> egui::Color32 {
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BreakoutPhase::Idle => ONE_DARK_PRO.text_dim,
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BreakoutPhase::Running => ACCENT_GREEN,
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BreakoutPhase::Paused => ACCENT_ORANGE,
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BreakoutPhase::Won => ACCENT_GREEN,
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BreakoutPhase::Over => ACCENT_RED,
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}
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}
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@@ -607,6 +618,7 @@ fn paint_center_overlay(painter: &egui::Painter, rect: egui::Rect, phase: Breako
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let (title, detail) = match phase {
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BreakoutPhase::Idle => ("按压顶部或点击开始", "左右分区压力控制挡板"),
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BreakoutPhase::Paused => ("已暂停", "再次按压顶部、P 或点击暂停继续"),
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BreakoutPhase::Won => ("恭喜过关", "按压顶部、点击或空格重新开始"),
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BreakoutPhase::Over => ("游戏结束", "点击或空格重开"),
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BreakoutPhase::Running => ("", ""),
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};
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